Caves of Qud
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Companion's Pact
   
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タグ: Pets
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2024年7月10日 22時54分
1月11日 12時23分
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Companion's Pact

解説
Companion's Pact
Adds a new item to the game, the companion's pact, that allows the player to summon and resurrect their pet. Players that start off with a pet are automatically given this item at the start of the game.

Mechanics
Companion's pact can be activated to teleport a living pet back to you at any time using its recall ability.

Pets that die will eventually resurrect as long as you keep the pact in your inventory for a sufficiently long period of time. By default, pets will respawn after one week of in-game time.

Other mods
If you like this mod, I highly recommend checking out the following mods as well:
  • Clever Girl [fork]: the actively-maintained version of the original, this mod allows you to manage companions during your playthrough. If you play with pets a lot, I highly recommend picking up this mod.
  • Better Pet Selector: a small cosmetic upgrade to the pet selection menu that you get when starting a new game.

Miscellaneous
The source code for this mod is hosted on GitLab: https://gitlab.com/kernelmethod/qudmods/-/tree/main/ResurrectingPets
20 件のコメント
Phaser Rave 1月17日 20時38分 
I lost my starting pet in a spacetime vortex. How do I use that script you linked in an earlier comment to find it?
circustry 1月13日 6時47分 
ahhh that's what was happening! I thought it was maybe some weird interaction with normality gas, but yeah I now have three Gloamings aha. It's honestly funny, Gloaming is already pretty weird so duplication fits right in. (I think the third one happened yesterday but I can't say for sure, I'll update here if it happens again).
kernelmethod  [作成者] 1月11日 12時25分 
I've pushed a candidate fix for a bug with Companion's Pact involving Gloaming and Either/Or. Hopefully it should fix some issues with those pets getting duplicated by Companion's Pact, but let me know if you continue to run into issues.
kernelmethod  [作成者] 2024年12月30日 21時41分 
hmm, I’ll see if I can replicate and fix that

(if you want to get rid of the extra gloaming you can wish “obliterate” and then select Gloaming)
Seven Eyes 2024年12月30日 8時43分 
I'm not sure what happened, but after moving from the local map to the world map and back (maybe?) companion's pact has "recalled" an intact Gloaming, and now I have two Gloamings.
kernelmethod  [作成者] 2024年12月15日 10時11分 
somebody could modify the source code to make it work in that way, and I’d be happy to help them, but that’s not really the goal of this mod
kernelmethod  [作成者] 2024年12月7日 18時43分 
oh okay! part of the reason I wrote this mod was to address that exact problem since it happens so often so I’d figure I’d ask

Thanks, glad you’re liking it!
Coffee 2024年12月7日 18時31分 
oh I appreciate the offer, but I didn't lose them. I was just using the recall action to test the companion's pact. I'm not that far along, I think I'll just restart so I can use the pact. great mod, thanks!
kernelmethod  [作成者] 2024年12月7日 17時02分 
for technical reasons it’s not really possible to enable this mod on a preexisting save, unfortunately.

did you lose your pet somewhere, is that why you’re trying to recall them? that’s a challenging problem to solve from a modding perspective but I happen to be the author of the definitive “find a follower who stepped into a space-time vortex or was otherwise lost” script: https://gist.github.com/kernelmethod/ebfef519d3c3eeecce9443cd43d082ad

would be happy to help you find them if that’s what you’re trying to do
Coffee 2024年12月7日 16時51分 
Is there any way to tie this to a pet in an existing game? I am playing roleplay mode, and I added this mod some time after I started my current game. When I tried to use the recall action, it said I do not have a pet. (I have Man Opener.)